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| #1aeryk08Feb 26, 2010 13:19:20 | So I'm thinking of adapting the Karnnathi city of Atur to a Mabar manifest zone like Sharn is to Syrania. Here are some ideas. What do you think fits/too much/other ideas? Shadow gates These allow quick transport throughout the city. Possibly a physical gate or an underground network like a subway. (House Thuranni working with Cannith or Orien?) Sun wells Spots in the city the sun never touches. What purpose could they serve? Low-light goggles Created for those with normal vision. Probably on the expensive side, but not as much as darkvision goggles. Shadow guides Not sure what to do with this, but I like the idea. Other ideas - Buried dead often rise - need for consecrated holy ground to keep dead - Cold iron easily forged here - iron buildings become cold iron over time - sleep is more restful here (need less?) - explains why more people are out at night - healing and restoration take longer - baying of shadow mastiffs at night (sunset?) - everburning lanterns don't last as long here - alternate light source? |
| #2aeryk08Feb 28, 2010 11:43:03 | EDIT: I've revamped the Boskage Ward description in light of the increased trade that Atur has taken on since the Day of Mourning. Okay, I modified a map from an old Ravenloft campaign (seemed fitting for Karrnath ). It actually has all the right elements for Atur, even a ruined fortress that could have been destroyed in the Last War. I added a lightning rail and split it up into districts. Here's an overview, I'll start filling in the details next. (Thanks for the inspiration MephitJames).Atur: City of Night ![]() |
| #3RedRiderMar 01, 2010 5:40:11 | I think one thing you need to do is to justify why someone would establish a settlement here in the first place, if the whole area is filled with malign energies. Perhaps it was originally founded by dark mages from Sarlona who wanted to experiment with the manifest zone. And then of course, why it grew and thrived as a town. (I'm not so good on my Karrn-tography, is it on a major trade route?) As to the powers of the zone, I'd keep the more harmful effects (Limited healing) to certain areas. People needing less sleep is an interesting idea which wouldn't nescessarily need much justification. Perhaps lifespans are even extended here, bringing up a cultural influence on Karrnath's recent fascination with Undeath. For the Everburning Lanters extinguishing effect, I'd suggest that it shouldn't effect your player's lanterns. Instead, perhaps the effect only hinders those created in the zone itself. (So street lights are usually build and brought in from outside the zone, making it a pain in the ass when one gets damaged and needs to be replaced.) The reliance on street lighting could also become a major architectural feature in the city. I'd suggest the Hetacomb ward is the older section of the city, where the buildings incorperate a lot of dark alleyways and shadowy alcoves, while more modern city planning has given the other quarters a more efficient and well-lit design with limited hiding spaces and most of the streets build on Panopticon principles. |
| #4aeryk08Mar 01, 2010 12:20:37 | I think one thing you need to do is to justify why someone would establish a settlement here in the first place, if the whole area is filled with malign energies. That's true. I hadn't thought of that. I like the idea of Sarlonan mages here to experiment. Perhaps it has a history of experimentation dating back to Dhakaani times. Or it began as a goblinoid place of worship to The Shadow. (Although this always bothered me "The Shadow is the chaotic evil deity of dark magic and the corruption of nature...and his favored weapon is the quarterstaff." Guess its a gnarled, wicked looking quarterstaff. ) This brings in the close proximity to The Nightwood. Hm... And then of course, why it grew and thrived as a town. (I'm not so good on my Karrn-tography, is it on a major trade route?) Atur is a nexus for three House Orien trade routes heading north, south and west from here and I assume these are built on older trade routes. Also the Karrn River begins here and early civilizations always seem to spring up around sources of water. So I think we're covered here. As to the powers of the zone, I'd keep the more harmful effects (Limited healing) to certain areas. You're probably right about limiting the effects on healing. I do like the bit about less sleep needed, which helps with the active night life. Extended lifespans would definitely bring people here in droves, but this is only a large city, so the negative effects would have to balance this out (unless its the next best kept secret after Kauis ).For the everburning lanterns, I was thinking of the street lamps mostly. This brings up the idea of a city wide dampening field against magic light in general. Maybe it has spell resistance that has to be overcome for light spells, but existing sources of light continue to work like you suggested. I like that idea of the Hecatomb Ward using this faulty and relatively inexpensive system, but I'd still like to find an alternative for the other districts. Some kind of "black light" that is more soothing to those with light sensitivity. That reminds me of an idea using the Black Flame Zealot prestige class as a fallen member of the Church of the Silver Flame. Hm... I do like that idea of the Panopticon architecture. It seems very Karrnathi (even more so Zilargo) and maybe designed by gnomes. The Crimson Monastery could definitely have this feel of omnipresent watchers in the Cruor District, though this is used for their own purposes. I'm thinking the towers on the cliffside of the Ashen Spires serve as good lookouts, especially if aided by some kind of telescoping magic. Thanks for all the great ideas. I'll have to let my subconscious chew on this. |
| #5aeryk08Mar 02, 2010 12:10:37 | Here's some more ideas: |
| #6SarlaxMar 03, 2010 15:24:32 | I think one thing you need to do is to justify why someone would establish a settlement here in the first place, if the whole area is filled with malign energies. I can think of a few reasons. First, keep in mind that manifest zones don't directly port in the energies of their connected planes. Sharn's in a zone to Syrania, but the only notable effect is that flying and levitation magic is enhanced - it doesn't make everyone in the city turn good. Dreadhold is built in a zone to Lammania, with the result that its construction materials have increased hardness, but it's not overrunning with lycanthropes and wild beasts. A zone to Mabar could have any number of limited effects which are useful. A sinister possibility is that it's location in mist and Mabar connection simply make it perfect for intelligent undead. Perhaps creatures like mummies and vampires experience increased vitality and intelligence. Using their influence, they have spent centuries creating a city here when there'd otherwise be little reason to settle. Even today, ancient vampires use their influence to keep trade and power moving in Atur, so they always have mortals on which they can feed. Another option is that Mabar releases just a tiny amount of negative energy into the zone. It's not enough to even effect most creatures, but it sterilizes microorganisms. The result is that people in Atur are simply healthier because viruses and bacteria are killed before they can infect people. Food doesn't rot because no single-celled creatures can reproduce on them. This also would make Atur an important stop on a trade route - food brought through the city can last weeks longer. |
| #7Magicstar1Mar 03, 2010 15:36:45 | Another option is that Mabar releases just a tiny amount of negative energy into the zone. It's not enough to even effect most creatures, but it sterilizes microorganisms. The result is that people in Atur are simply healthier because viruses and bacteria are killed before they can infect people. Food doesn't rot because no single-celled creatures can reproduce on them. This also would make Atur an important stop on a trade route - food brought through the city can last weeks longer. This I like. Explains a lot. |
| #8RedRiderMar 04, 2010 2:38:50 | Though things may not be as much fun once a mad necromancer animates some zombie bacteria. |
| #9AlasMar 04, 2010 13:49:46 | Don't believe I've seen it mentioned yet, but, from Dragonmarked: "Though House Phiarlan still maintains its own center for the Demesne of Shape in Thaliost, all serious students of architecture, costuming, painting, pottery, and sculpture study at the true heart of the discipline-- the House Thuranni enclave in the Karrnathi city of Atur. Thuranni calls its demesne the True Shapers as an unsubtle jibe towards Phiarlan, and students from all races and nations study under its master artists and artisans. The True Shapers is run by Lord Eriz d'Thuranni." (pg 86 Baker et al, 2006) So, beyond the fact that Atur has a legitimate reason to host a disproportionate number of shadow-wielding elven assassins, Atur is also home to one of the biggest art schools on the continent. In addition to the funerary monuments, I'd expect to find some avant garde mansions, excellent statues, and posh galleries. Just a thought! |
| #10aeryk08Mar 04, 2010 15:26:57 | Don't believe I've seen it mentioned yet, but, from Dragonmarked: Wow, thanks! I'll have to check out Dragonmarked. That was totally off my radar...and changes a lot. |
| #11aeryk08Mar 04, 2010 15:41:26 | A sinister possibility is that it's location in mist and Mabar connection simply make it perfect for intelligent undead. Perhaps creatures like mummies and vampires experience increased vitality and intelligence. Using their influence, they have spent centuries creating a city here when there'd otherwise be little reason to settle. Even today, ancient vampires use their influence to keep trade and power moving in Atur, so they always have mortals on which they can feed. That gives more depth to the history of vampires and other undead. Sounds like I need to start from the ground up, at least starting with the Dhakaani. Although there could be some influence from the Age of Demons...hm, I think I'm going to focus on the more recent history for now. Another option is that Mabar releases just a tiny amount of negative energy into the zone. It's not enough to even effect most creatures, but it sterilizes microorganisms. The result is that people in Atur are simply healthier because viruses and bacteria are killed before they can infect people. Food doesn't rot because no single-celled creatures can reproduce on them. This also would make Atur an important stop on a trade route - food brought through the city can last weeks longer. A city of the undead that keeps people healthier. That's interesting. It fits in with the Blood of Vol aspiration to reach immortality in this life, I'm sure they would spin this to fit their beliefs. And also adds to the reasons to attract an undead city. Keeps their "food" free from disease, too :> And in a nation plagued with famine, it would make this a natural safe haven. Lots of great ideas. Thanks. EDIT: Maybe this is caused by magical preserving cold rather than negative energy. Not sure if Mabar/Plane of Shadow is related to negative energy or a separate energy type. Also I could work this in with the cold iron being easily forged/naturally occuring idea. |
| #12AlasMar 07, 2010 15:25:44 | More mentions from the published material! (If you tire of this, lemme know.) "A small arcane institute is located in Atur, Karrnath's City of Night. Thought the city is best known for the Crimson Monastery... the Atur Academy has trained wizards, sorcerers, and other arcane spellcasters for centuries--it has just done so rather quietly... The masters of the academy are necromancers and warlocks, and the lessons they pass on to their students concern the darkest lore--the magic of the dead, of negative energy, and of demonic binding." "In contrast to the Passage Institute, the Atur Academy is quite exclusive... The academy maintains a spacious building in the City of Night (not far from the Crimson Monastery) that has comfortable dormitories, an excellent refectory, large classrooms, and well-appointed libraries." (pg 103, Player's Guide to Eberron, Wyatt, Baker, Johnson & Stan!, 2006) So, in a city to which you're proposing to add a Mabar manifest zone and a ton of vampires:
So... maybe you can do something with that? ;) |
| #13aeryk08Mar 07, 2010 22:39:32 | More mentions from the published material! (If you tire of this, lemme know.) Thanks, Alas! This is great and builds on the history of sorcerers coming here to study negative energy. Yes, please anything you come across is welcome. There is so much material to sift through that even something you've read before can be a surprise (although this was new to me). This was why my first Eberron campaign (also in Karrnath) was in a backwoods city far from anything established in canon. I wanted the freedom to explore this new world without having to look things up every five minutes so I didn't end up with my foot in my mouth . But I figure this is the next step. Tackling something more established, though there's plenty of room for creativity. |
| #14GiloMar 07, 2010 23:11:08 | Elrodian had some nice writeup about Atur Academy |
| #15AlasMar 08, 2010 9:49:22 | "This was why my first Eberron campaign (also in Karrnath) was in a backwoods city far from anything established in canon. I wanted the freedom to explore this new world without having to look things up every five minutes so I didn't end up with my foot in my mouth . But I figure this is the next step. Tackling something more established, though there's plenty of room for creativity."Even "canon" in Eberron tends to carry within it the suggestion of how you might adapt it for your own purposes. That's why I like it. That mention of Atur Academy in the book says what it does, but not how. Not coincidentally, that's how we get cool home-authored stuff like Elrodian's. |
| #16aeryk08Mar 08, 2010 13:40:09 | Elrodian had some nice writeup about Atur Academy Thanks, definitely some good ideas there. And a good place to introduce shadow magic (from Tome of Magic). Even "canon" in Eberron tends to carry within it the suggestion of how you might adapt it for your own purposes. That's why I like it. Yeah, Eberron does seem to strike a good balance with published material to leave space for individual creativity. I've always been concerned that future published material could squash out things I've established in the campaign, but it seems like Eberron has reached a relative stability. And actually I've realized these accidental contradictions can create some interesting solutions. |
| #17aeryk08Mar 08, 2010 16:18:00 | Does anyone know if there's been any mention of the Karrnathi Royal Swords outside of the ECS? Sounds like they are a secret police loyal to Kaius and would probably have an undercover presence in Atur. Possibly a few even infiltrated the Crimson Monastery posing as priests of the Blood of Vol (or could actually be true priests of BoV, just loyal to Kaius). |
| #18ThramzoreanMar 09, 2010 22:36:24 | Does anyone know if there's been any mention of the Karrnathi Royal Swords outside of the ECS? I can't recollect any. (?) But these could be as much in your face military police or elite bodyguards than the equivalent of the Brelish Dark Lanterns. One idea for an undercover spy there would be a vampire that Kaius created one time (perhaps his own wife!). Might be a key reason why Kaius has in fact been successful in holding everything together in Karnnathi despite the problems. |
| #19aeryk08Mar 12, 2010 16:45:09 | Does anyone know if there's been any mention of the Karrnathi Royal Swords outside of the ECS? That sounds about right. One of the adventure ideas in the ECS lists them as giving travelers a hard time for not having the right paperwork. Although there could be a few that are undercover, but then again Eberron has its fill of spy networks |
| #20elrodianMar 15, 2010 8:36:35 | This is very interesting i would really like to see where you go with it. If you need help with anything i would most gladly help you in anyway i can. |
| #21aeryk08Mar 18, 2010 11:06:06 | Thanks Elrodian. I'm interested to see where I go with it, too ;) I have bits and pieces for different wards, but not one complete one. I'm debating if I should post what I have so far and edit as I go. That might be kind of annoying to have to flip back and forth which is why I'm thinking more about the wiki idea. |